Independent game and chat volume control

ABSTRACT

Methods and systems are provided for independent audio volume control. For example, an audio component (e.g., implemented in an element of an audio setup) may control generation and/or outputting of a combined-game-and-chat audio signals. The audio component may receive user input comprising one or both of: a setting for a desired volume of a chat audio component of the combined-game-and-chat audio signal, and a setting for a desired volume of a game audio component of the combined-game-and-chat audio signal. The audio component may determine, based on the user input, a corresponding mix setting for mixing together of the chat audio component and the game audio component in an audio source to generate the combined-game-and-chat audio signal and a corresponding volume setting applicable at an audio output element; provide the mix setting to the audio source; and provide the volume setting to the audio output element.

TECHNICAL FIELD

Aspects of the present application relate to audio systems andsolutions, particularly with respect to electronic gaming. Morespecifically, to methods and systems for independent game and chatvolume control.

BACKGROUND

Limitations and disadvantages of conventional approaches to audioprocessing and audio output devices will become apparent to one of skillin the art, through comparison of such approaches with some aspects ofthe present method and system set forth in the remainder of thisdisclosure with reference to the drawings.

BRIEF SUMMARY

Methods and systems are provided for independent game and chat volumecontrol, substantially as illustrated by and/or described in connectionwith at least one of the figures, as set forth more completely in theclaims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts an example gaming console.

FIG. 2 depicts the example gaming console and an associated network ofperipheral devices.

FIGS. 3A and 3B depict two views of an example implementation of anetworked gaming headset.

FIG. 3C depicts a block diagram of the example headset of FIGS. 3A and3B.

FIG. 4 depicts an example audio arrangement that supports independentgame and chat volume control, in accordance with the present disclosure.

FIG. 5 depicts a block diagram of an example system for independent gameand chat volume control.

FIG. 6 depicts a flowchart of an example process for independent gameand chat volume control.

DETAILED DESCRIPTION

As utilized herein the terms “circuits” and “circuitry” refer tophysical electronic components (e.g., hardware) and any software and/orfirmware (“code”) which may configure the hardware, be executed by thehardware, and or otherwise be associated with the hardware. As usedherein, for example, a particular processor and memory may comprise afirst “circuit” when executing a first one or more lines of code and maycomprise a second “circuit” when executing a second one or more lines ofcode. As utilized herein, “and/or” means any one or more of the items inthe list joined by “and/or”. As an example, “x and/or y” means anyelement of the three-element set {(x), (y), (x, y)}. The term “and/or”in this example has the same scope as the term “one or both of x and y”.As another example, “x, y, and/or z” means any element of theseven-element set { (x), (y), (z), (x, y), (x, z), (y, z), (x, y, z)}.The term “and/or” in this example has the same scope as the term “one ormore of x, y and z”. As utilized herein, the terms “e.g.,” and “forexample” set off lists of one or more non-limiting examples, instances,or illustrations. As utilized herein, circuitry is “operable” to performa function whenever the circuitry comprises the necessary hardware andcode (if any is necessary) to perform the function, regardless ofwhether performance of the function is disabled or not enabled (e.g., bysome user-configurable setting, factory trim, etc.).

In multiplayer games that are played over a local area network or theinternet via a console such as Microsoft Xbox® or Sony Playstation®,game audio and voice are combined and provided via an audio output(e.g., an analog or digital output audio jack for wired output or aradio for wireless output) to which a user may connect a headset. Oneproblem with this form of game play is that the game audio in theheadset has a wide dynamic range. In other words, at times a low volumecan rapidly increase to a high volume when, for instance, an explosionor other dynamic event occurs in the game. These loudness dynamics maybe sustained for long periods of time, for instance during heated battlein an action game. A consequence of this wide dynamic range is that ifthe volume of the voice communication signals (the “chat” volume) is setfor a comfortable volume level during normal game passages, they cannotbe heard over the loud game audio when dynamic game passages occur.Aspects of this disclosure provide for controlling volume of chat and/orgame components of combined-chat-and-game audio signals to maintain theuser's ability to hear the chat audio.

FIG. 1 depicts an example gaming console. Shown in FIG. 1 is a gameconsole 176.

The game console 176 may be, for example, a Windows computing device, aUNIX computing device, a Linux computing device, an Apple OSX computingdevice, an Apple iOS computing device, an Android computing device, aMicrosoft Xbox, a Sony Playstation, a Nintendo Wii, or the like.

The game console 176 may comprise suitable circuitry for implementingvarious aspects of the present disclosure. The example game console 176shown in FIG. 1 comprises a video interface 124, radio 126, datainterface 128, network interface 130, video interface 132, audiointerface 134, southbridge 150, main system on chip (SoC) 148, memory162, optical drive 172, and storage device 174. The SoC 148 comprisescentral processing unit (CPU) 154, graphics processing unit (GPU) 156,audio processing unit (APU) 158, cache memory 164, and memory managementunit (MMU) 166. The various components of the game console 176 arecommunicatively coupled through various busses/links 136, 128, 142, 14,146, 152, 160, 169, and 170.

The southbridge 150 comprises circuitry that supports one or more databus protocols such as High-Definition Multimedia Interface (HDMI),Universal Serial Bus (USB), Serial Advanced Technology Attachment 2(SATA 2), embedded multimedia card interface (e.MMC), PeripheralComponent Interconnect Express (PCIe), or the like. The southbridge 150may receive audio and/or video from an external source via link 112(e.g., HDMI), from the optical drive (e.g., Blu-Ray) 172 via link 168(e.g., SATA 2), and/or from storage 174 (e.g., hard drive, FLASH memory,or the like) via link 170 (e.g., SATA 2 and/or e.MMC). Digital audioand/or video is output to the SoC 148 via link 136 (e.g., CEA-861-Ecompliant video and IEC 61937 compliant audio). The southbridge 150exchanges data with radio 126 via link 138 (e.g., USB), with externaldevices via link 140 (e.g., USB), with the storage 174 via the link 170,and with the SoC 148 via the link 152 (e.g., PCIe).

The radio 126 may comprise circuitry operable to communicate inaccordance with one or more wireless standards such as the IEEE 802.11family of standards, the Bluetooth family of standards, and/or the like.

The network interface 130 may comprise circuitry operable to communicatein accordance with one or more wired standards and to convert betweenwired standards. For example, the network interface 130 may communicatewith the SoC 148 via link 142 using a first standard (e.g., PCIe) andmay communicate with a network 106 using a second standard (e.g.,gigabit Ethernet).

The video interface 132 may comprise circuitry operable to communicatevideo in accordance with one or more wired or wireless videotransmission standards. For example, the video interface 132 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.,the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The audio interface 134 may comprise circuitry operable to communicateaudio in accordance with one or more wired or wireless audiotransmission standards. For example, the audio interface 134 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The central processing unit (CPU) 154 may comprise circuitry operable toexecute instructions for controlling/coordinating the overall operationof the game console 176. Such instructions may be part of an operatingsystem of the console and/or part of one or more software applicationsrunning on the console.

The graphics processing unit (GPU) 156 may comprise circuitry operableto perform graphics processing functions such as compression,decompression, encoding, decoding, 3D rendering, and/or the like.

The audio processing unit (APU) 158 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, surround-soundprocessing, and/or the like to output single channel or multi-channel(e.g., 2 channels for stereo or 5, 7, or more channels for surroundsound) audio signals. The APU 158 comprises a memory element (e.g., ahardware or software register) 159 which stores configuration dataincluding gain/volume settings. The configuration data may be modifiedvia a graphical user interface (GUI) of the console and/or via anapplication programming interface (API) provided by the console 176.

The cache memory 164 comprises high-speed memory (typically DRAM) foruse by the CPU 154, GPU 156, and/or APU 158. The memory 162 may compriseadditional memory for use by the CPU 154, GPU 156, and/or APU 158. Thememory 162, typically DRAM, may operate at a slower speed than the cachememory 164 but may also be less expensive than cache memory as well asoperate at a higher-speed than the memory of the storage device 174. TheMMU 166 controls accesses by the CPU 154, GPU 156, and/or APU 158 to thememory 162, the cache 164, and/or the storage device 174.

In FIG. 1, the example game console 176 is communicatively coupled to auser interface device 102, a user interface device 104, a network 106, amonitor 108, and audio subsystem 110.

Each of the user interface devices 102 and 104 may comprise, forexample, a game controller, a keyboard, a motion sensor/positiontracker, or the like. The user interface device 102 communicates withthe game console 176 wirelessly via link 114 (e.g., Wi-Fi Direct,Bluetooth, and/or the like). The user interface device 102 communicateswith the game console 176 via the wired link 140 (e.g., USB or thelike).

The network 160 comprises a local area network and/or a wide areanetwork. The game console 176 communicates with the network 106 viawired link 118 (e.g., Gigabit Ethernet).

The monitor 108 may be, for example, a LCD, OLED, or PLASMA screen. Thegame console 176 sends video to the monitor 108 via link 120 (e.g.,HDMI).

The audio subsystem 110 may be, for example, a headset, a combination ofheadset and audio basestation, or a set of speakers and accompanyingaudio processing circuitry. The game console 176 sends audio to themonitor 108 via link(s) 120 (e.g., S/PDIF for digital audio or “lineout” for analog audio).

FIG. 2 depicts the example gaming console and an associated network ofperipheral devices. Shown in FIG. 2 is the console 176 of FIG. 1,connected to a plurality of peripheral devices and a network 106.

The example peripheral devices shown include a monitor 108, a userinterface device 102, a headset 200, an audio basestation 300, and amulti-purpose device 192. The monitor 108 and user interface device 102are as described above. An example implementation of the headset 200 isdescribed below with reference to FIGS. 3A-3C.

In some instances, the user interface device 102 may be a gamecontroller. In this regard, the game controller 102 may have a pluralityof control elements (e.g., 103, 105, and 107) which the user may useduring gaming. Examples of control elements may comprise buttons,directional pads, joysticks, etc. Further, in some implementations, thegame controller 102 may comprise a headset connector 109 which may beused to connect with the headset 200, such as to provide audio feedthereto and/or receive audio input therefrom. The headset connector 109may comprise suitable circuitry for supporting connectivity with theheadset 200, and/or for supporting audio input/output operations basedon such connectivity. The connectivity may be provided as wiredconnection (e.g., using cables, cords, etc.) or may be wireless (e.g.,Bluetooth, WiFi, etc.). While shown as an externally distinguishablecomponent, the headset connector 109 need not be limited as such, and itmay be embedded within the game controller 102 and/or its functions maybe provided by existing circuitry of the game controller 102.

The multi-purpose device 192 may be, for example, a tablet computer, asmartphone, a laptop computer, or the like and that runs an operatingsystem such as Android, Linux, Windows, iOS, OSX, or the like. Anexample implementation of the multi-purpose device 192 is describedbelow with reference to FIG. 4. Hardware (e.g., a network adaptor) andsoftware (i.e., the operating system and one or more applications loadedonto the device 192) may configure the device 192 for operating as partof the GPN 190. For example, an application running on the device 192may cause display of a graphical user interface via which a user canaccess gaming-related data, commands, functions, parameter settings,etc. and via which the user can interact with the console 176 and theother devices of the GPN 190 to enhance his/her gaming experience.

The peripheral devices 102, 108, 192, 200, 300 are in communication withone another via a plurality of wired and/or wireless links (representedvisually by the placement of the devices in the cloud of GPN 190). Eachof the peripheral devices in the gaming peripheral network (GPN) 190 maycommunicate with one or more others of the peripheral devices in the GPN190 in a single-hop or multi-hop fashion. For example, the headset 200may communicate with the basestation 300 in a single hop (e.g., over aproprietary RF link) and with the device 192 in a single hop (e.g., overa Bluetooth or Wi-Fi direct link), while the tablet may communicate withthe basestation 300 in two hops via the headset 200.

As another example, the user interface device 102 may communicate withthe headset 200 in a single hop (e.g., over a Bluetooth or Wi-Fi directlink) and with the device 192 in a single hop (e.g., over a Bluetooth orWi-Fi direct link), while the device 192 may communicate with theheadset 200 in two hops via the user interface device 102. These exampleinterconnections among the peripheral devices of the GPN 190 are merelyexamples, any number and/or types of links among the devices of the GPN190 is possible.

The GPN 190 may communicate with the console 176 via any one or more ofthe connections 114, 140, 122, and 120 described above. The GPN 190 maycommunicate with a network 106 via one or more links 194 each of whichmay be, for example, Wi-Fi, wired Ethernet, and/or the like.

A database 182 which stores gaming audio data is accessible via thenetwork 106. The gaming audio data may comprise, for example, signaturesof particular audio clips (e.g., individual sounds or collections orsequences of sounds) that are part of the game audio of particulargames, of particular levels/scenarios of particular games, particularcharacters of particular games, etc. Data in the database 182 may bedownloadable to, or accessed in real-time by, one of more devices of theGPN 190.

FIGS. 3A and 3B depict two views of an example implementation of anetworked gaming headset. Shown in FIGS. 3A and 3B are two views of anexample headset 200 that may present audio output by a gaming consolesuch as the console 176.

The headset 200 comprises, for example, a headband 302, a microphoneboom 306 with microphone 304, ear cups 308 a and 308 b which surroundspeakers 316 a and 316 b, connector 310, connector 314, and usercontrols 312.

The connector 310 may be, for example, a 3.5 mm headphone socket forreceiving analog audio signals (e.g., receiving chat audio via an Xbox“talkback” cable).

The microphone 304 converts acoustic waves (e.g., the voice of theperson wearing the headset) to electric signals for processing bycircuitry of the headset and/or for output to a device (e.g., console176, basestation 300, a smartphone, and/or the like) that is incommunication with the headset.

The speakers 316 a and 316 b convert electrical signals to soundwaves.

The user controls 312 may comprise dedicated and/or programmablebuttons, switches, sliders, wheels, etc. for performing variousfunctions. Example functions which the controls 312 may be configured toperform include: power the headset 200 on/off, mute/unmute themicrophone 304, control gain/volume of, and/or effects applied to, chataudio by the audio processing circuitry of the headset 200, controlgain/volume of, and/or effects applied to, game audio by the audioprocessing circuitry of the headset 200, enable/disable/initiate pairing(e.g., via Bluetooth, Wi-Fi direct, or the like) with another computingdevice, and/or the like.

The connector 314 may be, for example, a USB port. The connector 314 maybe used for downloading data to the headset 200 from another computingdevice and/or uploading data from the headset 200 to another computingdevice. Such data may include, for example, parameter settings(described below). Additionally, or alternatively, the connector 314 maybe used for communicating with another computing device such as asmartphone, tablet computer, laptop computer, or the like.

FIG. 3C depicts a block diagram of the example headset of FIGS. 3A and3B. Shown in FIG. 3C is an example circuitry of the headset 200. Inaddition to the connector 310, user controls 312, connector 314,microphone 304, and speakers 316 a and 316 b already discussed, shownare a radio 320, a CPU 322, a storage device 324, a memory 326, and anaudio processing circuit 330.

The radio 320 may comprise circuitry operable to communicate inaccordance with one or more standardized (such as, for example, the IEEE802.11 family of standards, the Bluetooth family of standards, and/orthe like) and/or proprietary wireless protocol(s) (e.g., a proprietaryprotocol for receiving audio from an audio basestation such as thebasestation 300).

The CPU 322 may comprise circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the headset 200. Suchinstructions may be part of an operating system or state machine of theheadset 200 and/or part of one or more software applications running onthe headset 200. In some implementations, the CPU 322 may be, forexample, a programmable interrupt controller, a state machine, or thelike.

The storage device 324 may comprise, for example, FLASH or othernonvolatile memory for storing data which may be used by the CPU 322and/or the audio processing circuitry 330. Such data may include, forexample, parameter settings that affect processing of audio signals inthe headset 200 and parameter settings that affect functions performedby the user controls 312. For example, one or more parameter settingsmay determine, at least in part, a gain of one or more gain elements ofthe audio processing circuitry 330. As another example, one or moreparameter settings may determine, at least in part, a frequency responseof one or more filters that operate on audio signals in the audioprocessing circuitry 330. As another example, one or more parametersettings may determine, at least in part, whether and which soundeffects are added to audio signals in the audio processing circuitry 330(e.g., which effects to add to microphone audio to morph the user'svoice). Particular parameter settings may be selected autonomously bythe headset 200 in accordance with one or more algorithms, based on userinput (e.g., via controls 312), and/or based on input received via oneor more of the connectors 310 and 314.

The memory 326 may comprise volatile memory used by the CPU 322 and/oraudio processing circuit 330 as program memory, for storing runtimedata, etc.

The audio processing circuit 330 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 330 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game, chat, and/or microphone audio that is subsequently output tospeaker 316 a and 316 b. Additionally, or alternatively, the processingmay be performed on chat audio that is subsequently output to theconnector 310 and/or radio 320.

FIG. 4 depicts an example audio arrangement that supports independentgame and chat volume control, in accordance with the present disclosure.Shown in FIG. 4 are a headset 400, a console 410, a game controller 420,and an external transmitter/receiver (T/R) device 430.

The headset 400 and the console 410 may be similar to the headset 200and the console 176, as described above with respect to FIGS. 1-3C, andmay operate in substantially the same manner. The game controller 420may be similar to the game controller 102 of FIG. 2. In this regard, thegame controller 420 may be utilized by a user during gaming operations.Further, in some instances a headset connector 422, which may be similarto the headset connector 109 of FIG. 2, may be included, and may be usedto facilitate connectivity with the headset 400, and/or audioinput/output operations based on such connectivity.

As described in more detail above, consoles such as the console 410 mayprovide audio output to a headset, such as the headset 400, duringgaming operations for example. In this regard, the output audio maycomprise game audio and chat audio. The audio output may be transmitteddirectly by the console 410 to the headset 400, using a wired connection(e.g., USB cable), or wirelessly, such as via wireless connection 421(e.g., Wi-Fi Direct, Bluetooth, or the like), using integratedcommunication resources in the console 410. In some instances,particularly where the console 410 lacks integrated wireless resources,the external T/R device 430 may be used. The external T/R device 430 maycomprise suitable circuitry for support connectivity to the console 410(e.g., via wired connectors), wireless connectivity to the headset 400,and/or to perform necessary functions (e.g., conversion betweendifferent interfaces, processing, etc.) to support forwarding of data(e.g., audio) via the respective connections.

Other means for providing communication between the console 410 and theheadset 400 (e.g., to output audio to the headset 400) may include useof the game controller 420. In this regard, the audio may be transmittedto the game controller 420, via a link 421. The link 421 may be a wiredlink (e.g., similar to the link 140) or a wireless link (e.g., similarto the link 114). The game controller 420 may then send the audio to theheadset 400 via a link 423 between these elements (particularly betweenthe headset connector 422 and the headset 400). As with link 421, thelink 423 may be a wired link (e.g., similar to the link 140) or awireless link (e.g., similar to the link 114). The links 421 and 423need not match—thus the link 421 may be a wired link while link 423 maybe a wireless link, and vice versa.

In some instances, the console 410 may be configured to generatecombined audio output, which may include, for example, both game audioand chat audio. In this regard, the console 410 may comprise a mixer412, which may comprise suitable circuitry for mixing the game audio(Audio_(Game)) and chat audio (Audio_(Chat)) into the combined audiooutput. The mixing performed by the mixer 412 may be adjusted. Themixing adjustments may comprise changing the proportion of the combinedaudio output that each of the audio inputs being mixed occupies. Themixing, and adjustments thereof, may be controlled via a mix controller414. In this regard, the mix controller 414 may comprise suitablecircuitry for controlling mixing during generation of audio outputs. Forexample, the mix controller 414 may adjust (via control signals) gainapplied to each of the audio signals being mixed (e.g., to each ofAudio_(Chat) and Audio_(Game)) to effectuate the desired mixing ratio.

In some instances, the mixing controller 414 may adjust the mixing basedon a setting of an audio mix parameter, where different settings of theaudio mix parameter correspond to different proportions of Audio_(Game)and the Audio_(Chat) in the combined audio output. Thus, the proportionsof the components of the combined audio output may be controlled by asetting of the audio mix parameter (which may be stored, for example, inmemory element 159 described above with respect to FIG. 1). Such settingof the mix parameter, however, may not always be desirable, as users maynot want (or even know how) to properly set the mix parameter.Accordingly, in various implementations in accordance with the presentdisclosure, control of the combined audio output may be enhanced bysimplifying the user interaction/inputs used to control the mixing,particularly by obviating the need for direct user setting of the mixparameter.

For example, rather than requiring the user to expressly select aparticular setting for the mix parameter, the user may simply be enabledto separately set a plurality of volume parameters corresponding to theplurality of audio components being mixed. The plurality of audiocomponent volume parameters set by the user may then be processed, and,based on the processing, corresponding settings for the mix parametermay be determined. To ensure compatibility with different sources (e.g.,consoles of different makes, models, etc.), translation of the pluralityof audio component volume parameters to the mix parameter may beadaptively configured based on a particular source (the device where thecombined output is generated) being used. For example, in some exampleimplementations, a console that is being used may be initiallycharacterized. The characterization may then be used during processingof the user selected settings of the plurality of audio component volumeparameters.

In some example implementations, separate input elements may be used toallow the separate user volume selections. For example, the usercontrols 312 of the headset 200 may comprise one or more controls (e.g.,two volume setting knobs—“chat volume” and “game volume”; four volumecontrol buttons—“chat up”, “chat down”, “game up”, “game down;” or thelike), each of which is configured to set a volume parameter for arespective one of the audio components of the combine audio output. Inthis manner, the user can use the controls to independently set the gamevolume and the chat volume.

In some example implementations, a dedicated independent volume controlcomponent may be used to support the functions implementing andfacilitating independent user volume inputs. Such dedicated independentvolume control component may be implemented in or incorporated into oneor more of the elements in the audio arrangement. For example, theindependent volume control component may be implemented in the headset400, in the game controller 420 (or the headset connector 422), and/orin the external T/R device 430. This may allow supporting the newindependent volume control scheme without requiring change to the gameconsole itself; thus ensuring backward compatibility and/orcompatibility with different consoles. Nonetheless, the disclosure isnot so limited, and in some embodiments, the independent volume controlcomponent may be implemented in the game console itself. The independentvolume control component may be implemented as a software module, usingexisting circuitry of the host device. Alternatively, the independentvolume control component may comprise dedicated circuitry for providingthe functions and/or operations associated with the component. Anexample implementation of such component is described in more detailwith respect to FIG. 5.

FIG. 5 depicts a block diagram of an example system for independent gameand chat volume control. Shown in FIG. 5 is an example system 500.

The system 500 may comprise suitable circuitry for implementing variousaspects of the present disclosure. In particular, the system 500 may beconfigured to support independent volume control of multiple audiocomponents that are combined into a single audio output from aparticular audio source, such as a game console (e.g., game console 410of FIG. 4). The system 500 may be implemented in, or integrated into,one or more elements in an audio arrangement comprising the source ofthe combined audio output. For example, as noted with respect to FIG. 4,the system 500 may be implemented in, or integrated into, one or more ofthe headset 400, the game controller 420, the headset connector 422, andthe external T/R device 430 (or, in some instances, even the gameconsole 410 itself). In some implementations, the system 500 may berealized with a micro-processor configured to execute instructionslocated in a memory.

In the example implementation shown in FIG. 5, the system 500 maycomprise a volume mix processing block 510 and a storage element 520.The volume mix processing block 510 may comprise suitable circuitry forprocessing user input specifying a volume setting for each of aplurality of audio components (e.g., game audio and chat audio) in acombined audio output. Based on such processing, data may be generated,and the data may be used (e.g., communicated as control outputs 511and/or 513) in controlling or adjusting mixing performed when thecombined audio output are generated by mixing the audio components,and/or in controlling or adjusting audio functions or operationsperformed when outputting the combined audio output comprising the mixedaudio components. The storage element 520 may comprise circuitry forstoring (and providing when needed) data pertaining to operations orfunctions of the system 500.

In an example implementation and an example use scenario thereof, oncethe user enters a new volume setting for one of the audio components ofthe combined audio output (e.g., a new chat volume setting, shown asvol_sel_(Chat) 503 in FIG. 5). In this regard, the volume settings maybe entered via (or derived from user interactions with) user controls,which may be incorporated into one or more elements in the audioarrangement, such as in one or more of elements 400, 410, 420, 422, and430 of FIG. 4). For example, the user may specify a new selection forthe chat volume setting vol_sel_(Chat) 503 by turning a chat volumeknob. In similar manner, the user may specify instead a new selectionfor game volume setting, shown as vol_sel_(Game) 501 in FIG. 5). Thefollowing steps may then take place: (1) the difference between the gameand chat volumes (e.g., vol_diff=vol_sel_(Chat) 503−vol_sel_(Game) 501)is computed, where the volumes may be represented in decibels (dBs)relative to a determined maximum volume (and thus the difference mayalso be in decibels); (2) a characterization of the audio source (e.g.,the game console 410) is used to determine setting(s) for mixparameter(s) that corresponds to the calculated difference; (3) acommand is sent (e.g., as control output 511) to the audio source to setthe mix parameter(s) to the determined setting(s); (4) as a result ofthe command, the mix parameter(s) is/are set by the audio source to thedetermined setting(s), which results in a change in the respectivevolumes (and/or other characteristics) of the components of the combinedaudio output; (5) new setting(s) may be determined (if necessary) forvolume parameter(s) of the system 500; (6) the new setting(s) of thevolume parameter(s) may be put into effect at a rate that is timesynchronized with changes to the combined audio output resulting fromthe new setting(s) of the mix parameter(s) (which may be known fromcharacterization of the audio source). The setting(s) of the volumeparameter(s) may be sent (e.g., as control output 513) to the audiooutput element(s) (e.g., the headset) that are used in outputting thecombined audio.

For example, with respect to the example audio arrangement depicted inFIG. 4, the mix adjustments may be sent (via the control output 511) tothe game console 410 (particularly the mix controller 414 thereof),whereas the volume settings may be sent (via the control output 513) tothe headset 400 (or to any of the other elements that may affect thevolume of the combined audio output, such as the console 410, the gamecontroller 420, the headset connector 422, and/or the T/R device 430).

The volume parameter(s) may control gain (or attenuation) applied in thesystem 500 to the combined audio output. New setting(s) of the volumeparameter(s) may be used to compensate for any change in volume of thecombined audio output as a result of the new setting(s) of the mixparameter(s). For example, the volume parameter(s) may be set to or bebased on the difference between a target component volume (e.g.,vol_sel_(Chat) 503 or vol_sel_(Game) 501) and the volume of thatcomponent in the combined audio (e.g., the volume parameter may be setto vol_sel_(Game) 501−console_vol_(Game), or to vol_sel_(Chat)503−console_vol_(Chat)).

The characterization of the audio source (e.g., console) may beimplemented as one or more lookup tables. For example, characterizationof the audio source may be used to generate two lookup tables: a firstlookup table may map various values for the difference between the gameand chat volumes (e.g., of vol_diff) to corresponding mix settings(e.g., settings of the mix parameter applied in the audio source); and asecond lookup table may map various mix settings (e.g., settings of themix parameter) to corresponding volume measurements of game component inthe combined audio output. In another example implementation sourcecharacterization may be used to generate two lookup tables: a firstlookup table that contains mappings between different values (settings)of the mix parameter and corresponding game and chat volumecombinations; and a second lookup table that contains the volumeparameter for each game and chat combination.

The characterization can be pre-programmed, or may be obtained bytesting the response of the console to different settings of the mixparameter. The characterization data (e.g., table) may be pre-programmedinto the system 500 (e.g., stored in the storage element 520, providedthereby via control signal 521). Alternatively, the characterizationdata may be obtained dynamically. For example, the characterization datamay be obtained using test audio files may be used at the audio source.The test audio files may be used, for example, to generate (or tocontrol or adjust generation of) combined audio output at the audiosource. In this regard, the use of such audio test files may allowcharacterizing the combined audio output—e.g., by allowing monitoring ordetecting characteristics of the combined audio output in relation todifferent ratios of the audio components are mixed into the combinedaudio output, which (the different ratios) may be predefined in theaudio test files. The resultant data is then used to populate thecharacterization structures (e.g., tables) in the system 500.

In an example use scenario, the characterization table may be generatedby: (1) playing test audio for output by the game console as thecombined audio output; (2) varying the setting of the mix parameterwhile playing the test audio; (3) measuring (e.g., RMS voltage) the gamecomponent and/or chat component of the combined audio output for varioussettings of the mix parameter; and (4) normalizing measured valuesrelative to the maximum measured value. The same steps may be performedmultiple times for multiple audio components of the combined audiooutput. The results of the test(s) may then be combined to generateoverall characterization table corresponding to different combination ofcomponent volume settings.

In an example implementation, outputs of the system 500 may be providedin an adaptive manner (e.g., with some delay and/or with ramping) toenhance and/or optimize user experience. For example, once adjustmentsor settings (e.g., mixing adjustments for the audio source (e.g., gameconsole), volume adjustments or settings for the audio output (e.g.,headset), etc.) are determined based on processing the component volumeselections, the adjustments or settings may be output to the consolefirst, and then, after some delay, provided to the audio output (e.g.,headset). The delay may be pre-set, or may be determined dynamically.The delay may be determined or set to account for application of the mixadjustments at the game console (e.g., to account for the time it wouldtake the console to apply the adjusted mixing when creating the combinedoutput; the manner by which the mixing adjustment is done, such assingle change vs. incremental; etc.). Also, rather than making abruptchanges, adjustments (mixing at the source-side and/or volume at theoutput-side) may be ramped up (or down) in steps, to avoid sudden andunpleasant changes in audio experienced by the user.

FIG. 6 depicts a flowchart of an example process for independent gameand chat volume control. Shown in FIG. 6 is flow chart 600, whichcomprises a plurality of example steps (602-610) that may be performedto enable independent game and chat control.

In step 602, at a start state, a gaming arrangement is setup (e.g.,connections are setup between various elements of the arrangement, whichmay comprise a game console, a game controller, and headset), andoperations (e.g., gaming, chatting, etc.) are started.

In step 604, user input is received (e.g., via controls on a headset),for separate selections of: (1) desired volume of a game component of acombined-game-and-chat audio signal and (2) desired volume of a chatcomponent of the combined-game-and-chat audio signal.

In step 606, the user input (e.g., volume selections) is processed.Based on the processing, a setting of the mix parameter corresponding tothe separately selected chat and game audio volumes is determined.

In step 608, based on processing of the user input and/or on the mixsetting determined in block 606, volume settings or adjustments to beapplied at the headset are determined. The volume-related settings oradjustments are determined such that, in combination with the mixsetting determined in block 606, the desired volume of the gamecomponent volume and the desired volume of the chat component arerealized at the headset output.

In step 610, the mix setting determined in block 606 may be provided(output) for application at the console, and volume settings oradjustment may be provided (output) for application at the headset.

While the various implementations disclosed herein are described inconjunction with chat-and-game audio, it should be understood that thedisclosure is not necessarily so limited, and that similar approach maybe used to enhance off-screen sounds in other use scenarios.

The present method and/or system may be realized in hardware, software,or a combination of hardware and software. The present methods and/orsystems may be realized in a centralized fashion in at least onecomputing system, or in a distributed fashion where different elementsare spread across several interconnected computing systems. Any kind ofcomputing system or other apparatus adapted for carrying out the methodsdescribed herein is suited. A typical combination of hardware andsoftware may be a general-purpose computing system with a program orother code that, when being loaded and executed, controls the computingsystem such that it carries out the methods described herein. Anothertypical implementation may comprise an application specific integratedcircuit or chip. Some implementations may comprise a non-transitorymachine-readable (e.g., computer readable) medium (e.g., FLASH drive,optical disk, magnetic storage disk, or the like) having stored thereonone or more lines of code executable by a machine, thereby causing themachine to perform processes as described herein.

While the present method and/or system has been described with referenceto certain implementations, it will be understood by those skilled inthe art that various changes may be made and equivalents may besubstituted without departing from the scope of the present methodand/or system. In addition, many modifications may be made to adapt aparticular situation or material to the teachings of the presentdisclosure without departing from its scope. Therefore, it is intendedthat the present method and/or system not be limited to the particularimplementations disclosed, but that the present method and/or systemwill include all implementations falling within the scope of theappended claims.

What is claimed is:
 1. A system comprising: a circuit that is used incontrolling generation and/or outputting of a combined-game-and-chataudio signal, wherein said circuit is operable to: receive user inputcomprising one or both of: a setting for a desired volume of a chataudio component of said combined-game-and-chat audio signal, and asetting for a desired volume of a game audio component of saidcombined-game-and-chat audio signal; determine, based on said userinput, a corresponding mix setting for mixing together of said chataudio component and said game audio component in an audio source togenerate said combined-game-and-chat audio signal; determine based onsaid user input, a corresponding volume setting applicable at an audiooutput element; provide said mix setting to said audio source; providesaid volume setting to said audio output element; and applying a pre-setor dynamically determined delay to said providing of said volume settingto said audio output element, wherein said delay is set or determined toaccount for application of said mix setting at said audio source.
 2. Thesystem of claim 1, wherein said circuit is operable to determine saidmix setting based on a data set characterizing said audio source.
 3. Thesystem of claim 2, wherein said data set relates to characteristics ofsaid mixing of said chat audio component and said game audio componentin said audio source, and/or characteristics of saidcombined-game-and-chat audio signals in relation to said mixing.
 4. Thesystem of claim 2, wherein said data set is pre-programmed or determinedbased on testing of said audio source.
 5. The system of claim 1, whereinsaid circuit is operable to adaptively provide one or both of said mixsetting and said volume setting.
 6. The system of claim 5, wherein saidcircuit is operable to adaptively provide one or both of said mixsetting and said volume setting by using a plurality of ramp up or downsteps, to effectuate gradual or stepped changes.
 7. The system of claim1, wherein said circuit is operable to provide said volume setting suchthat volume adjustments based on said volume setting are timesynchronized to mixing changes based on said mix setting.
 8. The systemof claim 1, wherein said audio output element is a headset.
 9. Thesystem of claim 1, wherein said audio source is a game console, and saidaudio output element is a game console audio peripheral.
 10. A methodcomprising in a system comprising an audio source that is operable to acombined-game-and-chat audio signal and at least one audio outputelement that is operable to output said combined-game-and-chat audiosignal: receiving user input comprising one or both of: a setting for adesired volume of a chat audio component of said combined-game-and-chataudio signal, and a setting for a desired volume of a game audiocomponent of said combined-game-and-chat audio signal; determining,based on said user input, a corresponding mix setting for mixingtogether of said chat audio component and said game audio component inan audio source to generate said combined-game-and-chat audio signal;determining based on said user input, a corresponding volume settingapplicable at an audio output element; providing said mix setting tosaid audio source; providing said volume setting to said audio outputelement; and applying a pre-set or dynamically determined delay to saidproviding of said volume setting to said audio output element, whereinsaid delay is set or determined to account for application of said mixsetting at said audio source.
 11. The method of claim 10, comprisingdetermining said mix setting based on a data set characterizing saidaudio source.
 12. The method of claim 11, wherein said data set relatesto characteristics of mixing of said chat audio component and said gameaudio component in said audio source, and/or characteristics of saidcombined-game-and-chat audio signals in relation to said mixing.
 13. Themethod of claim 11, wherein said data set is pre-programmed ordetermined based on testing of said audio source.
 14. The method ofclaim 10, comprising adaptively providing one or both of said mixsetting and said volume setting.
 15. The method of claim 14, comprisingadaptively providing one or both of said mix setting and said volumesetting by using a plurality of ramp up or down steps, to effectuategradual or stepped changes.
 16. The method of claim 10, comprisingproviding said volume setting such that volume adjustments based on saidvolume setting are time synchronized to mixing changes based on said mixsetting.
 17. The method of claim 10, wherein said audio output elementis a headset.
 18. The method of claim 10, wherein said audio source is agame console, and said audio output element is a game console audioperipheral.